So when I click close on the ad what you see after you have viewed video the app crashes. Before crash app goes to next scene, but after half a second crash occurs. There is nothing unusual in console log.
Here is my ad_screen.lua:
[lua]
local composer = require( “composer” )
local scene = composer.newScene()
local applovin = require( “plugin.applovin” )
local isIncentivized = false
local displayed = false
local currency
local function changeScene(str,text)
local scenename = str or “title_screen”
local options = {
effect = “fade”,
time = “800”,
params = {currency = text}
}
composer.gotoScene( scenename,options )
end
– Scene event functions
– create()
function scene:create( event )
local sceneGroup = self.view
– Code here runs when the scene is first created but has not yet appeared on screen
local function adListener( event )
if ( event.phase == “init” ) then – Successful initialization
print( event.isError )
elseif ( event.phase == “loaded”) then – The ad was successfully loaded
print( event.type )
– Show the ad
applovin.show(isIncentivized)
elseif ( event.phase == “failed” ) then – The ad failed to load
print( event.type )
print( event.isError )
print( event.response )
changeScene(“title_screen”)
elseif ( event.phase == “displayed” or event.phase == “playbackBegan” ) then – The ad was displayed/played
displayed = true
elseif ( event.phase == “hidden” or event.phase == “playbackEnded” ) then – The ad was closed/hidden
local scenename = “title_screen”
if displayed then scenename = “chooseLevel” end
changeScene(scenename,currency)
elseif ( event.phase == “clicked” ) then – The ad was clicked/tapped
print( event.type )
end
end
applovin.init( adListener, { sdkKey=“8ALNXJgeXthX8FbRtB1RH4KvvURLTgFcra-Nue0QViydzT4rk6G0Bbv45LPZ0eArE8C7nDTHxUwu1_im5-nGZf”, verboseLogging=true } )
end
– show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
– Initialize the AppLovin plugin
if ( phase == “will” ) then
– Code here runs when the scene is still off screen (but is about to come on screen)
displayed = false
currency = “”
if event.params then
currency = event.params.currency
end
applovin.load(isIncentivized)
elseif ( phase == “did” ) then
– Code here runs when the scene is entirely on screen
end
end
– hide()
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == “will” ) then
– Code here runs when the scene is on screen (but is about to go off screen)
elseif ( phase == “did” ) then
– Code here runs immediately after the scene goes entirely off screen
end
end
– destroy()
function scene:destroy( event )
local sceneGroup = self.view
– Code here runs prior to the removal of scene’s view
end
– Scene event function listeners
scene:addEventListener( “create”, scene )
scene:addEventListener( “show”, scene )
scene:addEventListener( “hide”, scene )
scene:addEventListener( “destroy”, scene )
return scene
[/lua]